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A Savage Worlds adaptation and guidebook

By J.L. Herbert
Additional material by Mark A.Siefert

Savage Worlds, Smilin’ Jack Logo are Copyright 2004 of Pinnacle Entertainment Group/Great White
Games, Firefly and all related sources are Copyright 2004 Mutant Enemy Productions, and Fox, This
document is produced as a work of fandom and is not intended to infringe upon any party’s intellectual
properties. Nor am I intending to produce this project for profit.

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Table of Contents:
Introduction……………………………………………………………………………3
Characters……………………………………………………………………………...5
Character creation Options…………………………………………………………...7
Equipment and Gear…………………………………………………………………..9
Spacecrafts …………………………………………………………………………….14
Setting Rules……………………………………………………………...……………19
Gazeteer………………………………………………………………………………..22
Glossary of Slang………………………………………………………………………26

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Introduction
“ No power in he verse can stop me!”- Kaylee

It is 500 years in our future, The Earth as we know it is “used up” ecologically
and resource wise the Earth is now gone. Humanity is now spread over 70 some worlds,
terraformed. Some of these worlds were lush and vibrant offering humanity a haven the
likes of which haven’t seen since the forgotten Earth. Other planets not so much. The
core worlds began to form a powerful alliance, while the independent worlds intended to
stay independent. And soon the league of independent worlds found themselves in a war
with the better equipped and more numerous Alliance forces.

History
It was on the planet Hera that the Alliance finally delivered a crushing blow to the
exhausted League forces. The surrender took place at the battle of Serenity Hill. The
League’s Browncoats fought valiantly but were outgunned and out numbered. Since then
the galaxy as we know it has been under the rule of the Alliance. Since this time, the
alliance and it’s silent partner the Blue Sun corporation has had almost complete control
of the Galaxy as we know it. Some folk however fall through the cracks of an Alliance
that concerns itself with the welfare of a small percentage yet has dominion over 70
planets.

The Browncoats-
The war for unification may be over but that does not mean all is forgiven. Many
of the disgruntled independents firmly believe that the League will rise again. Many have
been part of terrorist cells or revolutionary groups that have normally ended in defeat at
the hands of a technologically superior and better organized force. Others have tried to
assimilate, trying to fit in to a society who still thinks of them as traitors. Still a few live
on the outskirts trying to eke out a living away from their oppressors.

The Frontier
Not all planets have the Luxuries of the core worlds of the Alliance. Terraforming
is a risky science at best. Many of these “new Earths” can support life but just barely.
Some retain hostilities unforeseen to their would be inhabitants making life on these
planets a hellish existence. Whether it be a disease or syndrome that the inhabitants get
from the environment or the planet’s inability to bear fruits from its soil Frontier life is
hard. It is a nearly lawless existence out on the edge, but it can also be a place of untold
opportunity.
The Core Worlds
In stark contrast, the core worlds are a place of untold luxury and security. A
playground of the rich and powerful. Ariel For example boasts some of the best
Restaurants and museums system wide. It is the Ivory tower that is the seat of the
Alliance. A citizen of the core worlds can expect the best in culture and urban living. This
however comes at an often-overlooked price. The Alliance’s presence on these planets is
almost totalitarian in it’s nature. Robbing its citizens of their freedoms slowly while
pretending to work under a banner of freedom and unity. Much like the corporate

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mentality that tells us that tells us we can have any color just as long as it’s black, the key
watch words of the alliance seem to be peace through conformity.

The Alliance
The governing body of the alliance looks at first like a capitalist democracy
however it is really a tangled web of lobbyists and corporate controllers using the
democratic system to hide a banner of tyranny. One of its major players is the Blue Sun
Corporation. A megacorporation in the truest sense of the word, Blue Sun sells the
citizens of the galaxy everything from toilet paper to weapons of mass destruction yet
they re still looking to expand their power. Rumors of the Blue Sun having it’s own
secret police are not entirely unfounded. Rumors of mysterious operatives traveling in
pairs with “hands of blue” making choice assassinations or even killing alliance citizens
are normally hushed up which makes them feel all the more true. The Blue Sun is not
officially connected to the Alliance government, but it is a major puppeteer that rules
with a power that rivals the Alliance as we know it.

This is the Galaxy that you are entering. A galaxy of guts and glory, A galaxy that
has possible fortunes on any one of 70 Earths, and if a fellow aint afraid of gettin’ his
hands dirty (or aint afraid of the Alliance) can stand to make a name for himself if not a
small fortune (or at least enough to keep you flyin’).

Author’s Notice
For the most part this is Firefly as you know it and love it, however with
only 14 episodes and the occasional unpublished script, much of the information here is
meant to “fill in the blanks” as it were. I do not claim to be canon, and while future
projects (such as the upcoming film Serenity) may prove much of this to be Apocryphal
or flat out wrong. Sometimes one has to make guesses to fill in the gaps left open. Even
professional game companies with access to the licenses have done this (Just compare the
original FASA Star Trek RPG to the more modern Decipher Edition. Both of which
worked off Paramount canon but have different names for some races as well as
completely differing timelines) In short this is not canon I don’t know what Joss Whedon
had planned for these things so I’m makin’ em’ up as I go along. You don’t like the way I
developed the Shepards, or the Companions, Fine, Change them. You think That
Perephone is closer to Ariel, more power to ya. I wrote these notes down as a resource
use them or ignore them as you see fit.

Keep em’ Flyin’

J.L. Herbert

Characters
“We are not alone!” Carnival Barker,

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Creating a Firefly character for Savage worlds is pretty simple (especially if you
already know how the game works) Players have only one choice of race (human) and
just like in the Savage world’s core rulebook (page 20) Humans gain one free edge, and
you have the exact same amount of starting stat and skill points. A few new edges and
Hindrances have been added to reflect the firefly world. But the big question is what are
you going to do to make your way in the ‘verse. The following are a few examples.

Soldiers
Even though the war is over, there is still a need for men and women who know
their way around weaponry. Let’s face it it’s a big verse and some people need killin’
Whether you are hired muscle on a ship (like Jayne) or mercs working for a small
government or crime lord, there no shortage of jobs for a warrior in the black.

Criminals
Not everyone agrees with the alliance’s policies of transporting, and to be honest
there is always need to move some illicit cargo from one part of the black to the other. Be
it a head of cattle or a rare artifact from the Earth that was, A smuggler or petty thief can
make a lot of cash if he knows what he’s doing.

Middlemen
90 percent of humanity is middlemen and most of them don’t like bein’ squeezed
out of work. These are the dealmakers. Who have the contacts to link customers who
would rather not be known to services that no one wants to advertise. Of course for doin’
this they normally get a percent, but that’s just good business.

Pilots

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How else do you expect to get through the galaxy, hitchhike? A good pilot can
mean the difference from getting there in one piece, or being the target of another reaver
attack. Totin’ a big cannon on your ship may help but not more than havin’ an ace in the
pilot’s seat.

Bounty Hunters
The alliance can’t be everywhere at once and sometimes a criminal needs to be
tracked down. That’s where bounty hunters come in. Whether hunting down enemies of
the Alliance or just a couple of cattle rustlers in a firefly class transport, there is always
someone trying to evade the law, that’s where you come in.

Companions
Akin to the Geisha of ancient Japan from the Earth that was, companions are not
“Whores” but rather a social conveyance a studied order that is meant to be the perfect
social companion for the nobility of the core worlds. Companions are cultured and
artistic. And almost every civilized corner of the verse can use a good companion.

Hackers
Not all theft is petty. With a massive cortex sending information galaxy wide the
electronic frontier can be every bit as exciting as the physical one. The alliance can be
just as fearful of information theft as they can of hard cold theft. While not as useful on
the Frontier most Hackers know enough about the Cortex to make their way in the verse.

Shepards
In a galaxy as big as this someone still has to wonder what it’s all about Shepards
(and other clergy) spread faith throughout the black. While there are many denominations
of thought (from Christianity to Taoism) sometimes faith alone can be a gift to those in
need which makes the Shepard a valuable commodity in the galaxy.

Medics
Where there’s people, there’s a chance of harm, someone’s got to put them back
together. This is where the doctor comes in. from the highly paid practitioner on Ariel to
the country Doc on Shadow, Medicine is a always useful trade in the galaxy.

Techies
Someone’s gotta keep all them crates up in the black. A good techie can make a
good living in the verse, fixin’ the thousands of half repaird ships that barely fly. It’s their
knowhow that keeps all of us flyin’ god help us all.

Character Creation Options


“My days of not taking you seriously are definitely coming to a middle”
-Malcolm Reynolds

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As stated before character creation is exactly the same as it is in the Savage
Worlds core rulebook. You start with the same point ratios listed on page 17 of the core
book, and all of the skills listed in the core book are considered available. However there
are new edges and hindrances to contend with in the Firefly universe. The following is a
list of the Edges and Hindrances that are unique to the firefly setting.

New Hindrances

Browncoat (Major)
The war between the Alliance and the Independents may be over, but the wounds are far
from being healed. Since the winners get to write history, those who fought for the
Independents have become the pariahs of “civilized” society. As a result, characters with
this Hindrance get a -2 modifier to Charisma rolls when you are dealing with an Alliance
citizen where their previous allegiance the Independents is known and/or visible.
For instance, you might not want to go for a friendly drink at a pro-Alliance bar on
Unification Day wearing your old uniform coat.

Tinhorn (Major)
Life on the Central Planets is comfortable and safe. Those who grow up with in such a
sheltered life find themselves ill prepared when they find themselves in The Black.
Characters with this Hindrance have a -2 to their Common Knowledge rolls when they
are off of a Core Planet. This Hindrance can be bought off when the character levels up.
The hero makes a smarts roll at -2. If the roll is successful, they drops the penalty by 1
(i.e. goes from -2 to -1).

Debt (Minor/ Major): You owe somebody, whether it is a company, or a crimelord,


this isn’t just a few credit’s it’s a large enough amount that they intend to collect one way
or another, the good news is you start game with 5 times the starting cash however, you
owe ten times that amount if it is a minor debt, the party you owe is still giving you time,
or may be willing to over look it in favor of loyalty, or some major boon or favor. Major
debts however are long past the point of simply paying them back or making other
arrangements. There is a good chance that several bounty Hunters are on your tail, to
make sure that they get the money, from your hide!

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New Edges
Most of the Edges from the rulebook are available with the exception of any Arcane
Backgrounds. Since the nature of psionics is rather muddled at this time (we’ll see what
happens in the movie), the GM can use those powers at their discretion.

Professional Edges:
Companion Training
Requirements: Novice, Attractive, Smarts D6+, Spirit D8+
To be a companion you need to know more than just how to do the horizontal rumba.
Companions spend years learning art, history, music, dance, on top of persuasion and
seduction in order to please their clients. Characters with Companion Training get a +2
Charisma and a +2 to their Common Knowledge rolls.

Shepherd
Requirments: Novice, Spirit D8+
On many worlds, a man of God commands respect. The character get’s a +2 on
Charisma roll and/or Persuasion rolls.

Hacker
Requirements: Smarts D8+. Knowledge (Computers) D8+
Hackers gain a +2 to all Investigation and knowledge rolls (including common
Knowledge rolls) while using a computer, also Hackers gain a +2 to any repair rolls when
fixing or modifying a computer.

Bounty Hunter
Requirements: Rank-Seasoned, Smarts D6+, Tracking D8+,
Bounty Hunters gain a +2 to all Tracking, and Knowledge rolls (including
common Knowledge rolls) regarding the target of their current hunt.
With the vastness of space, and the strife between the Alliance and the browncoats many
criminals have slipped through the cracks. This is where the Bounty hunter comes in.
Hunting people for money is a common practice

Alliance Connections
Requirements: Novice,
It’s a well-known fact that the alliance protects it’s own some people are simply “more
Alliance” than others. Be you from an influential family or maybe an important exec of
the Blue Sun or simply an alliance War Hero or Bureaucrat of note. You gain a +2 to any
common knowledge roll when dealing with the alliance, as well as a+1 Charisma when
dealing with the Alliance. You cannot take the hindrance Browncoat with this Edge.
Equipment and Gear
“She has a name, I call her Vera!”-Jayne

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Players in the Firefly universe
start the game with1000 Platinum (or 400 Standard Equipment
Credits) and the clothes on their backs. Item Cost (Platinum)
The alliance tends to prefer to deal with All Temperature Cloak…..…..……..250
credits in electronic form Via S.I.N. cards Satcom…………………..……..…….50
(Social Identification Number) In fact in Electronics Kit……………..….....…100
many corporate megaplexes in the Core, Filter Mask…………………………..40
paper funding is practically unheard of. Flashlight…………………………….20
Paper credits spend just like electronic for Horse……..…………………………200
the most part however on the frontier, due Hydrozopan (bottle)...………………200
to a lack of electronic “extravagances” Isoprobiline (bottle)………….…..…...20
electronic funds may be about as good to Liquor (glass)……………….…………3
you as an I.O.U. Platinum has become the Liquor (bottle)……………….……….30
new galactic standard and one pressed Mudder’s Milk(cup)……………...…...1
credit is worth roughly 2.5 platinum Mudder’s Milk (Bottle)……….……...10
Propoxyn (bottle)…………….……….80
Getting’ Paid Portable Scanners…..………….……450
Often times a crew of freelances gets paid Source Box (Off the shelf)……….…500
in a share of the loot and an average Source Box (high end)..……….…..2000
crewman hauling freight on the frontier Data Cylinder (each)…………..……..20
can stand to make about 200-500 Ration Pack (Protein)………….………5
platinum or more on a trip. However one Ration Brick……………………….1000
must also consider the high costs of doing Rope(10”)……………………………25
business. legal handling fees imposed by Tool Kit (pocket)…………………….30
the Alliance, Processing fees and more Tool Kit (Universal)………………..350
are just some of the headaches a Vacc Suit (Used)………………….1000
merchant may have to contend with. This Vacc Suit (New)…………………..1500
of course makes dealing without the Wobbly Headed Doll……..…………..4
Alliance as a middleman a desirable way
for merchants and customers to get a
better deal. However the Alliance has
done much to keep illicit trade (and
outright piracy) to a minimum. Major
corporations have resorted to molecular
imprints on their merchandise to validate
cargo (such cargo may be very to sell on
the open market and merchants caught
with imprinted goods can face heavy
fines not to mention jail time!)

Ranged Weapons*
Weapon Range Rof Damage Wt. Shots Cost
Winchester M1894 12/24/48 1 1-3d6 4 8 400
Lightfoot 42 Handgun 12/24/48 1 2d6 2 7 250

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Calahan Fullbore 30/60/90 3 3d8+1 (ap2) 12 20 1800
Alliance Sonic Rifle 12/24/48 1 Special 8 40 Military
Energy Crossbow 24/48/96 1 2d10 6 15 800
Compressed air gun 48/96/172 1 3d6 10 20 1200
Grizwolds (Grenade) 3/6/9 1 2d8 # 0 1 800
Alliance Rifle 24/48/96 3 2d8 (Ap2) 8 25 650
Browncoat Rifle 24/48/96 3 2d8+1 (ap1) 10 25 500
#=Small Burst template

Exotics*
Weapon Range Rof Damage Wt. Shots Cost
Laser pistol 15/30/90 special 4d6 2 10 10,000
Lassiter 12/24/28 Special 2d10 3 8 Priceless
Hands of Blue rod 2/4/6 1 Special 0 * Blue Sun only

Armor
Type Armor Weight Cost Coverage
Armored duster +2 6 150 A,L,T,
Alliance Battledress +4 12 Military H,L,T

* = These weapons are unique to the firefly universe, however players can buy any
modern weapons from the Savage Worlds core rulebooks as many weapons shown in the
series were either the unchanged or modified from theses weapons

Equipment Definitions:
All Temprature Cloak: a high tech variant of the all weather poncho with a series of
cooling bladders and a thermal layer designed to allow you to survive harsh climates
giving you a +2 to all heat/cold based fatigue rolls.

Satcom: A portable satellite based communicator that takes advantage of local


communications satellites to allow you to get a message almost anywhere planet side.
The device is about the size of a cell phone, and can come with an optional hands free
headset.

Electronics Kit: This portable kit includes a diagnostic scanner as well as soldering iron,
Programmable IRC chips, logic board assemblies and a collection of tools that will allow
you to work on a myriad of high tech devices (from ship instrument panels to source
boxes. and everything in between. Heroes who try to repair an electronic item without
this kit incurs a –2 penalty.

Filter Mask: A protective garment that protects the wearer from noxious or toxic fumes.
Wearers of this item will not have to make vigor checks from gaseous poison attacks or
airborne toxins, however this does not offer an independent air supply and will not aid
against asphyxiation.

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Flashlight: A high impact metal all weather light source, there is little that has changed
in the last 500 years with this handy tool. Except perhaps the power source, which can
last up to 1 month before replacing.

Horse: again little has changed with the horse in 500 years, except perhaps that they are
now found on many more planets.

Hydrozopan: A painkiller with the effectiveness of morphine with a lot lower risk.
Injecting ones self with Hydrozopan a person can ignore wound penalties (but will still
have wounds and take the same critical hit effects after he takes over 3 wounds).

Isoprobiline: an immunity booster that gives a +2 vigor roll against infections when a
patient is dosed with this drug.

Mudder’s Milk: a noxious mix of proteins, vitamins and 15% pure alcohol a hearty if
not cheap way to get both nutrients and sloshed. A very popular drink on Higgin’s moon.

Propoxin: An effective little sedative that is often used by triage units to stabilize people
in shock. Players injected with this drug must make a vigor roll –2 not to fall unconscious
for 1d4 hours.

Portable Scanner: a handheld device that can give readings on local weather patterns as
well as global positioning data. On more civilized worlds the portable scanner can also
access local news and information linkages from the cortex.

Source Box: A device used to access and send/receive data over the cortex network. In
many ways a source box is a souped up personal computer that has been developed for
network browsing and data processing while having been subsequently more
standardized as a whole. It is a kind of hybrid of the console game systems and personal
computers of today sacrificing the ability to modify components in favor of ease of use
and universal connectivity. A high end source box also offers a +2 to any general
knowledge rolls while accessing information over the cortex.

Data Cylinder: a thin (5mm wide) polymer rod that employs molecular storage, to offer
about 10 Terrabytes of storage in a medium slightly larger than a toothpick.

Ration pack: a vacuum sealed parcel that contains one meal. Made mostly of single
celled organic proteins and flavored to give the diner the feel of real food, nowhere near
as satisfying but nutritious none the less.

Ration Brick: a clever way to store more bang in a smaller package. A ingot sized brick
packed with nutrients and vitamins enough to feed a family of four for a month. This is a
popular supply for terraformers or colonists.

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Tool Kit (Pocket): A small kit useful for carrying into the field for mechanical repairs.
Heroes using this kit do not suffer a negative penalty for having the proper tools for most
small repairs.

Tool Kit: (Universal): This is your master set of tools complete with hot torch,
diagnostic computer, and an assortment of tools all in a handy 4’by 2’ cabinet (often
stored in the engine room of most small ships) Heroes using this kit will not incur any
negative penalties for not having proper tools for any mechanical repair.

Vacc Suit: A protective suit that is designed to protect the wearer from the ravages of the
black. The harsh vacuum of space will kill a man instantly and while a few inches of
polymers between you and certain death may seem a bit frightening but sometimes using
a vacc suit is a necessity. New suits are checked and guaranteed to be free of flaws, used
suits however will experience a suit failure on a roll of a 1 on any activity roll while in a
vacc suit in the black.

Wobbly headed doll: Hey what can I say people love these things. Despite their inherent
cheesiness.

Weapon Descriptions:

Winchester M1894: a small bore shotgun side arm which is as portable as it is powerful.
Like all shotguns in Savage worlds damage is based on range (see page 50 of the savage
worlds core book for more info)

Lightfoot 42: resembling an old colt peacemaker, the lightfoot is a simple to use and
maintain hand gun and is quite popular throughout the frontier. A special favorite of ex
Browncoats being that it was an officer’s side arm during the war.

Callahan fullbore: a high powered assault rifle that can take on the role of a sniper’s
rifle in a pinch. Gas powered this rifle can cut through a 1/4 inch of composite steel.
While not enough to get through a ship’s hull, it’s amazing what it can do to human flesh!

Alliance Sonic Rifle: A common tool of suppression for alliance military and law
enforcement, the sonic rifle emits a high powered sonic pulse that knocks out the target’s
equilibrium. If hit by this device a player must make a raise on a vigor check or fall
unconscious for 1d6 hours.

Energy Crossbow: A crossbow capable of over 200 Psi that shoots carbon steel bolts
with amazing accuracy and can do quite a bit of damage. (Later models are capable of up
to 300 Psi. (+2Ap for 400 Credits extra)

Compressed Air Gun: an unorthodox weapon that the manufacturers claim can “split a
roach at 100 yards” the compressed air gun fires small darts at superhigh velocity and is
not a common sight on the battlefield.

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Grizwolds: a small grenade about the size of a small watch battery that packs a high
amount of explosives. Used by the alliance to boobytrap foodstuffs during the war. Uses
a small burst template when used.

Allinace Rifle: The common ballistic rifle of the war of unification, resembles the French
Fn Fal, and has a bullpup configuration.

Browncoat Rifle: a relatively cheap and effective assault rifle, it is common to see these
rifles on the frontier and in the hands of former Independents.

Laser Pistols: Laser pistols are still something of a rarity even in the core. While they
can be exceedingly deadly they are simply not as cheap or easy to maintain as a ballistic
rifle. Lasers can fire in a line of 2” (game scale) rolling to hit anything within that path.
Any non-movable objects within this 2” path also will take damage regardless.

Lassiter: The prototype of the modern laser and a much sought after relic of the Earth
that Was. While only 2 are known to exist (neither of which are in working order) they
are included for the sake of completeness.

Hands of Blue Rod: A rumored weapon held by a mysterious arm of the Blue Sun
Corporation. This device only works when in the hands of a person with the arcane
background Psionics. By focusing their energy and spending 2 power points the wielder
of this weapon forces the every player within a large burst template to make a vigor roll
or suffer 1 wound, and each round that the weapon stays in use, players must continue to
make this roll (incurring a –2 each round the effect lasts) the user must pay a 1 power
point upkeep to continue using the weapon. The attacker can also select to “exempt”
targets from this effect if he so chooses.

Armor:
Armored Duster: Standard issue for the independents, this heavy brown coat is the
reason for people calling them browncoats. It offers decent protection without hindering
movement as much as many more ornate forms of amors.

Alliance Battledress: The infamous “purplebelly” armor this suit includes a Kevlar
plated chest piece, helmet and armored leggings. In service during the war and still used
by the alliance today.

Spacecrafts:

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“Hey Kaylie, think we can pull a Crazy Ivan?” –Wash

While technically part of the equipment section, spacecrafts represent more than just
equipment they represent freedom. Freedom from the Alliance, freedom from
corporations the freedom to be yourself to many this is their only way to gain such
freedom. The GM may start a party off with a ship (a small freighter such as a firefly or
Phoenix class) or may have the party start playing the crew of an NPC captain’s ship
either way, Players will have to deal with Starcrafts one way or another. The following is
a list of ships and their price. Prices for ships (unlike equipment) is rated in credits
meaning to figure it’s platinum cost would cost 2.5 times that amount in platinum.

Fighter (alliance): A fast attack craft with aerospace capability and no jump engines
built for planetary defense or rapid ship/base type deployment. The Alliance employs
such ships in their larger craft to attack a target in many different ways.
Acceleration: 8 Top Speed: 16
Crew: 1 Toughness: 14 (2)
Jump Rating: 0 Cargo: 0
Handling: +1 Cost: Military Only
Weapons Systems: Light Missiles (6)
Notes: Aerospace capable

Fighter (Surplus): Many petty dictators or independent factions have built their own
versions of fighters normally these are browncoat surplus, or older model Alliance
models, However old does not necessarily mean useless and any fighters can be an
effective tool of raiding parties or local planetary defense corps who do not have the
luxuries of alliance connections:
Acceleration: 6 Top Speed: 14
Crew: 2 Toughness: 14 (4)
Jump Rating: 0 Cargo: 0

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Handling: +1 Cost: 12,000
Weapons Systems: Light Missiles (6)
Notes: Aerospace capable

Shuttle: Often used Aerospace capable craft without jump capability, shuttles are often
carried aboard larger ships (such as freighters) Shuttles are often used as lifeboats in case
of a system crash aboard ship or as planetary landers for ships that do no have the ability
to enter a planet’s atmosphere (those that are not aerospace capable)
Acceleration: 6 Top Speed: 14
Crew: 1+4 Toughness: 16 (4)
Jump Rating: 0 Cargo: 1
Handling: 0 Cost: 18,000
Weapons Systems: None
Notes: Aerospace capable

Freighter (Firefly Class): An old but very sturdy design the Firefly class transport has
been around since before the unification war and is named for the odd placement of the
jump engine which resembles a luminous insect from Earth that was. A favorite vessel of
pirate and illicit merchant crews due to it’s ease of maintenance and various nooks and
crannies. Perfect for smuggling just about anything.
Acceleration: 5 Top Speed: 16
Crew: 1+8 Toughness: 18 (4)
Jump Rating: 3 Cargo: 15
Handling: 0 Cost: 150,000
Weapons Systems: None
Notes: Aerospace capable, equipped with 2 shuttles

Freighter (Phoenix Class): Almost as old as the Firefly class the Phoenix is a much
faster craft than the firefly but is not nearly as tough. Engineers have often complained
about the somewhat awkward design of the phoenix class’s drive system which does
cause some issues with shorting out near high levels of cosmic radiation, however this
cheap and quick craft is still rather plentiful in the ‘verse.
Acceleration: 6 Top Speed: 20
Crew: 1+6 Toughness: 17 (4)
Jump Rating: 4 Cargo: 10
Handling: +1 Cost: 175,000
Weapons Systems: 2 medium missiles
Notes: Aerospace capable, equipped with 1 shuttle

Freighter (Atlas Class): A much more bulky freighter this ship is a favorite of asteroid
miners being armed with a cutting laser (originally designed to deal with objects in space)
this cutting laser has however has often been modified into a weapon through the
employment of a targeting system and improved batteries. Slower than most freighters,
this ship is often converted into a pirate vessel by crews looking to make money through
commerce raiding.

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Acceleration: 5 Top Speed: 16
Crew: 1+8 Toughness: 22 (4)
Jump Rating: 2 Cargo: 12
Handling: -1 Cost: 210,000
Weapons Systems: light missiles (4) Cutting laser
Notes: Aerospace capable, equipped with 2 shuttles, -4 to use lasers as weapons unless
converted for an additional cost of 20,000 credits.

Tug (Whedon Class): Often used in colonial expeditions it is in essence a simple drive
system and cargo pod (which colonist ships convert into living space) at a rate of 2 spaces
of cargo for each additional person. Each Whedon class can “push” 2 cargo pods each
holding 20 cargo spaces).
Acceleration: 4 Top Speed: 18
Crew: 1+2 Toughness: 18 (4) Pods have a toughness of 18 (4)
Jump Rating: 3 Cargo: 2 Pods have a cargo rating of 20
Handling: -1 Cost: 150,000
Weapons Systems: None
Notes: Aerospace capable, equipped with 1 shuttle can carry 2 cargo pods

Battle Cruiser: this is a combat ship often used as a lander during the war of unification.
Thse ships are much more heavily armed and armored, and designed to deploy troops
into combat situations. While originally used on either side the Alliance is the only
known source of them today (all independent battle cruisers were decommissioned and
scrapped as part of the attrition, however rumor has it that some reavers still have ships of
this nature.
Acceleration: 5 Top Speed: 16
Crew: 3+20 Toughness: 22 (6)
Jump Rating: 3 Cargo: 10
Handling: -1 Cost: Military Only
Weapons Systems: Light Missiles (6), Autocannon (2) Medium Missiles (2)
Notes: Aerospace capable, equipped with 2 fighters

Frigate: The main gun ships of the war, Alliance frigates were deployed as planetary
blockade units as well as general assault ships in the war. Too big to go into the
atmosphere, these ships could be used for heavy fighting in the black. Again most of their
Browncoat equivalents have been decommissioned.
Acceleration: 3 Top Speed: 12
Crew: 4+30 Toughness: 30 (6)
Jump Rating: 3 Cargo: 14
Handling: -2 Cost: Military Only
Weapons Systems: Medium Missiles (6), Light missiles (24) Laser battery (2)
Notes:, equipped with 2 shuttles, and 8 fighters

Battleship: Resembling a city in space these battleships are the flagships of the Alliance.
Massive patrol ships that are pretty much the biggest fish in the black. They are more like
orbital platforms with jump capability than true spacecrafts however as they are too big

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and unwieldy to chase an opposing ship down and will often rely on fighters and weapon
batteries to do the work.
Acceleration: 1 Top Speed: 6
Crew: 6+120 Toughness: 40 (10)
Jump Rating: 3 Cargo: 50
Handling: -4 Cost: Military Only
Weapons Systems: Laser batteries (6) Light missiles (40) Medium Missiles (20) Large
Misslies (4)
Notes:, equipped with 8 shuttles, 16 Fighters, full medical facilities., Large target (+4 to
hit)

Spacecraft Weapons:
Weapons aboard spacecraft are rarely (if ever) used as anti personal weapons, and thus
they are located in a different part of the book.

Weapon Range Damage AP Notes


Light Missile 30/60/90 3d10 2
Medium Missile 50/100/150 4d8+2 3
Large Missile 90/180/360 5d10 4
Autocannon 60/120/240 3d8 3 cannot be used in space
Cutting Laser 30/60/90 2d10+2 2 -4 to use without upgrade
Laser Battery 100/200/400 4d12+2 4

Upgrades:

Ships are more than just vehicles they can also be expressions of a crew’s individuality.
The following is a list of possible upgrades ant their costs in Credits. Larger upgrades
may also require cargo space room (known henceforth as spaces) to accommodate them
into the ship

Cry Baby (3000 Credits): a somewhat cheap but effective way of stealth, the crybaby
simply puts out a false warning signal to baffle oncoming ships especially effective on
law enforcement or alliance ships (who might put a distress signal above dealing with
your sorry butt!)

Enhanced Drive System (12,000 Credits, 2 spaces): This enhancement is highly useful
for getting across the black faster offering you a +1 to your jump rating

Hull Plating (19,000 Credits, 1 Space): Adding to your ship’s ability to with stand
damage. Your ship gains +2 armor to it’s toughness rating.

Missile System (Light Missile 10,000 Credits +4 spaces for 3 missiles, Medium
Missiles 40,000 4 spaces for 2 missiles): Let’s face it it’s a dangerous galaxy there is
always someone trying to do you, rip you off. The best defense may be a good offense.
The ability to threaten to blow a hole in their tiny moon can get you a little gorram
respect.

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Cutting Laser(25,000 Credits) A useful device often used for blasting small asteroids or
ship based mining operations. The laser retains the –4 penalty unless a guidance system is
added to this device for an additional 20,000 credits.

Mine Dropper (30,000 Credits, +2 Spaces): an illegal conversion that drops mines
behind your ship an excellent way to mess up who ever is chasing you each mine (if hit
(piloting roll to avoid if chasing a mine dropper)) does 3d8 and has a medium bust
template.

Electronic Warfare suite (40,000 Credits): A crafty attempt to make your ship harder
to detect. It is a sort of stealth tech that affects an opponent’s sensors (making you harder
to hit). When engaged, your ship is at a –2 to be hit.

Thruster upgrade (33,000 Credits): The thruster upgrade helps a craft with Aerospace
capability only and will add 1 to your ship’s handling.

Used Ships:

In a pinch you can buy a ship with a little “character” In hopes of saving a few creds. In
such cases where a used ship is purchased the cost of the ship is cut in half but the player
draws a card and consults the following chard:

2-5: (Quirk) – This is a minor annoyance such as the captain’s chair does not swivel, or
the ship smells like several cattle died in the hold. Nothing unbearable but be creative.
6-10: (Nav System Issues)- This ship’s nav system has got a bit of bad wiring and this
affects the jump engine’s ability to focus in on a jump. This a +2 to all jump lenghts (see
page 20 for details)
Jack: (junker)- The steering linkage is shot and it incurs a –1 to the ship’s handling and
acceleration.
Queen: (Soft hull)- This ship has been hit a few times and probably not repaired the way
it should have been the ship looses 2 points of toughness (Not Armor).
King: (Cargo Space lost)- who was the hwoon dahn who rerouted the drive system to
through the cargo bay? This ship has 3 less cargo spaces available to it thanks to clever
rebuilding of the Drive system.
Ace: (Faulty Jump Drive)- If anyone of the thousands of delicate parts is damaged the
drive system may not function, until repaired (100,000 Credits) Your ship’s drives does
not work if the pilot rolls a “1” on either die used to make a jump roll.
Joker: (Hull Puncture)- Your ship has a hole in the main deck, leaking out atmo and
worse. It is a pinhole breach (see page XX for rules on hull breaches) and you can’t
recycle the air in the ship (giving you about 12 hours of livable air.) Good luck.

Setting Rules
“Are you familiar with the works of Suan Hiu?” Sheppard Book

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The following section includes special rules that are specifically designed for this
genre. The firefly universe is one of realistic sci fi with no aliens and robots or strange
powers. Players cannot take any arcane backgrounds. The only exception to this rule is
that characters with a proper story may have access to the Arcane Background psionics
with the GM’s approval. This should be exceedingly rare if allowed at all. And should be
balanced by some severe issues. There isn’t a bunch of River Tams running around the
verse after all.

Asphyxiation:
The void of Space is not a place that most sentients can survive without some form of
pressurized suit and atmosphere generator. This section deals with what should happen to
your character if your character runs out of atmosphere. For every round your character is
deprived of air, he must make a vigor check every minute, for every failure, gives the
subject a level of fatigue, stopping all activity, will improve a player’s chance on the
vigor roll by a +1, however if your character gains 4 levels of fatigue he will die. If your
character ends up back inside a breathable atmosphere he will recover fatigue at the rate
of 1 level for every 5 minutes of rest within a breathable atmosphere.

Hull Breaches:
One of the greatest dangers to a the crew of a space faring craft is the chance that their
craft’s living quarters could become exposed to the cold vacuum of space. Even a hole
the size of a man’s thumb can suck out the area’s atmosphere in a matter of minutes, and
even pull people out in to space in pieces if necessary! To simulate this kind of horror in
Savage worlds, the GM should first determine the size of the breach, to simplify this
there are three classes, punctures, rips, and gaping holes. Players in a room that has been
breached, will be pulled toward the breach as will any object that have not been bolted
securely to the room’s structure. . Place a burst template down based on the size of the
breach. Punctures use the small burst template, Rips use the medium burst template and
gaping holes use the large burst template. For every turn that the breach is not closed the
players must roll a Strength check not to be pulled towards the epicenter of the breach.
Raises give the player a chance to move 1/2 his pace (round down) away from the breach.
If they fail this roll they are pulled 1 inch closer to the center of the template. Once the
figure touches the template, things get hairy. The player must make a Strength roll –4 to
stay where he is. If he should fail he is pulled 2 inches toward the center of the template.
One he reaches the center of the template, he is pulled through the hole, and thrown into
space. If the hole is a hole is a puncture or a rip, the player caught in the hole is killed by
being forced out a smaller hole, and the remaining occupants of the room can in initiative
order try to scramble for safety without penalty. If it is a gaping hole the player pulled to
the center is thrown outside the vessel instantaneously, and unless protected by a vacc
suit or other personal environment system, will begin to asphyxiate (see rules above)
Please note that many fighter bays on large capital ships employ force fields to keep
atmosphere inside of a ship (this is especially true in fighter bays) should these fields be
shut off this would be considered a gaping hole sized hull breach!

Trade, Commerce and Gettin’ around the ‘Verse

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Space is fluid unlike terra firma, and getting around it is much less
straightforward than moving from point A to point B. This in conjunction with the sheer
space of travel (a galaxy with over 70 Earths) makes travel a bit more than simply going
north and turning east after 20 miles. When traveling from system to system, pilots must
make a jump from one system to another. Which requires a successful Knowledge
(astrogation) roll followed by a piloting roll. The astrogation roll is also used to
determine the length of the journey. To simplify this process (and due to the lack of quick
maps) players choose a desitnation based on which area of space they are heading to.
There are three major sectors of space, the core, the periphery and the frontier. The core
is the smallest section of space and has the best communications and navigational
junctions. This makes travel between core worlds relatively easy, fast and safe. The
Periphery represents the “buffer” between the core and the frontier. An area of space that
is much more advanced than the frontier, but not as controlled as the core (making it a
haven for those who would prefer not deal with the alliance). Then there is the frontier.
The Frontier is best known as a lawless area on the furthest reaches of man’s domain in
space. This is a area of colonies too far from the Alliance to matter and too far from the
Alliance to afford the luxuries of the core. Depending on your location and where you
intend to go the following formulae will be used to determine the length of the journey:
Please note: the die rolls on these formulae can “ace” just as any die in Savage worlds.

Starting point Destination Length of trip (In days)


Core Core 8+1d4 - Astrogation Roll (minimum less than one day)
Core Periphery 9+1d6 - Astrogation Roll (minimum one day)
Core Frontier 12+1d8 - Astrogation Roll (minimum two days)
Periphery Core 9+1d6 - Astrogation Roll (minimum one day)
Periphery Periphery 8+1d6 - Astrogation Roll (minimum less than one day)
Periphery Frontier 12+1d6 -Astrogation Roll (minimum one day)
Frontier Core 12+1d8 - Astrogation Roll (minimum two days)
Frontier Periphery 12+1d6 -Astrogation Roll (minimum one day)
Frontier Frontier 12+1d8 – Asrogation Roll (Minimum less than one day)

The Piloting roll will determine how well you were able to position your ship to make the
jump within the optimal time. Success Will get you there in the exact amount of time
listed each raise can shave off an extra day (the minimum travel time must still be
observed) If you fail the number you fail by (using the standard success rate of 4) adds
one day of travel time by each number you fail by. (I.E. a roll of 3 =1 extra days travel, a
roll of 2 would add 2 days to the journey and a roll of 1 will add 3 days to the journey).

Life aboard ship


Life aboard a ship is a tedious one and even with the myriad of entertainment
technologies that may be available players cooped up in a ship for over 30 days are
automatically fatigued and further more must make a spirit roll every 10 days not to
begin to take negative modifiers for fatigue. At the so days point however things get
worse. Recycled air, confined spaces and worse make people go a bit more than stir

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crazy. If a player is in space for more than 30 days he must make a spirit check (-1 per
each day he stays in space beyond the 30) if he should fail these roles, The character
undergoes a form of psychological regression, letting his or her baser elements out. He or
she might begin to regress into childhood, or worse, into something not quite human.
This is what is believed to be the source of the Reavers as we know them.

Trading Table:
The following is a listing of major locations of the galaxy as we know them and
The relative costs of certain common cargo. Players can use this as a rough guide to tell
how much they can make hauling goods from one part of the black to the other. Please
remember in the core, legal trade does require alliance validation and fees (15% of the
total haul). All prices are in credits.

MASTER TRADING TABLE


LOCATION Alloys Tech Livestock Food Weapons Medicine
Ariel * 600 300 800 400 700 200
Athens+ 500 600 400 800 500 400
Beaumonde# 300 200 700 300 400 600
Bellapheron* 1000 800 200 500 500 600
Bernadette# 400 600 400 300 800 700
Boros* 700 500 300 400 1000 200
Dyton Colony+ 500 600 NA 500 500 400
Ezra# 400 600 300 200 800 800
Greenleaf# 500 400 200 300 500 200
Hera# 500 200 600 300 600 400
Higgin’s Moon+ 300 100 100 400 600 500
Ita+ 600 200 400 600 500 400
Jiangyin+ 200 300 300 500 900 500
Newhall# 500 500 200 300 600 600
New Melborne# 400 300 500 400 400 300
Osiris* 600 400 600 300 900 400
Paquin + 500 400 600 500 500 700
Paradisio+ 200 400 500 700 300 900
Hancock+ 400 600 700 500 600 800
Persephone# 500 400 600 300 500 700
Santho+ 400 700 500 400 800 600
Shadow# 600 300 400 500 700 400
Silverhold 400 300 NA 800 300 600
Colonies#
St. Albans# 500 800 300 400 500 500
Shinon* 400 600 700 600 500 700
Three Hills+ 500 300 400 500 300 800

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Triumph+ 700 300 200 800 300 600
Verbena+ 500 400 500 700 600 800
*=Core World, #= Periphery World, +=Frontier World

Gazeteer of The Black


“We gotta go to the crappy town where I’m a hero!”-Wash
This section includes a lisitng of all of the major locations of the Firefly Universe
to give you, the player a good chance to see what kind of worlds exist in the black.

Ariel
Core World: The planet of Ariel is known as one of the jewels of the core. Some of the
finest restaurants and museums in the core. It also boasts a beautiful bioluminescent pool.
Ariel City also has a wonderful medical facility known as St. Lucy’s. Like most core
worlds it is high security and high priced.

Athens
Frontier World: a small backwater world that harbors four moons one of which is
inhabited. The Moon (Known as Whitefall) is a small colony run by a woman named
Patience. Patience is a known criminal who has worked her way into planetary
management through threats and blackmail. It is a lawless moon run by a criminal.
Athens itself is little better. It is a livable yet somewhat lawless world as well.

Beaumonde
Periphery World: A farm world dealing mostly in livestock. If you are looking to work
and work hard you can find a iving here in one of many Ranches or few factories on
planet. It’s a good Earthy kind of place but the locals don’t take kindly to tinhorns or
Strangers.

Bellapheron
Core World: a beautiful oceanic world that is a main part of the Alliance. A playground
of the rich and home to several hundered floating cities. “Castles in the sky” as many call
them. They are some of the highest security estates in the core and homw to many an
Alliance general and noble. It is also rumored to be the resting place of one of the last
known lassiters in existence.

Bernadette
Periphery World: A heavy industrial world, Bernadette is known as a massive mining
operation. This planet has been known for its pollution and general grime.

Boros:
Core World: As with most core worlds Boros is heavily connected to the alliance.
Known for it’s tech industries and academies. The Military Academy Known as the
Sinclair Academy is one of the Alliance’s best known Officer schools turning out a
number of heroes of the battle of Serenity valley.

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Dyton Colony
Frontier Station: a “Drifter colony” built from the hulks of older ships. It is a privately
owned outpost working within the laws of the Alliance. Due to it’s sheer size it does not
follow the rules of extended space travel despite not being a planet. It is a home a way
from home for many travelers in the black.

Ezra
Periphery World: Ezra itself is not much to look at, it is a small world with not much on
it a small ranch here or there but very little else. The main attraction is a skyplex above
the planet run by Adale Niska a known mobster and criminal cartel owner. Niska is
known for is incredible cruelty and sadistic obsession. You’d do best not to cross him.

Greenleaf
Periphery World: one of the bigger independent worlds. It is known for excellent
medical facilities, as well as being one of the few civilized zones still left in the
periphery. While nowhere neat the same kind of civilization found in the core, it is still
an impressive sight to the frontier folk.

Hera
Periphery World: The sight of the final battle of the war for unification, Hera was the
governmental head of the independents. The once powerful planetary senate was torn
down by the Alliance in an attempt to unite the galaxy under one banner. Few
Independents visit Hera, there are simply too many bad memories.

Higgins Moon
Frontier World: The main commerce of Higgins moon is a thriving ceramics business.
However the people of Canton are given probably the worst end of the stick given a
people. They however do have one savior a hero who fought the law for them and almost
ruined Higgins ceramics, He is the hero of Canton, the man they call Jayne.

Ita
Frontier World: This planet is know as a primary dumping station of ship parts, many
hulks of Independent battlecurisers and frigates lie dormant on Ita’s desert like climate.
There is an alliance outpost stationed on the planet to guard the hulks, it is often thought
of as one of the worst duties an Alliance soldier can be given.

Jiangyin
Frontier World: Known as the Prairie Paradise. The planet is a typical frontier town.
The planet also hosts a culture of backwaters ludites known for their superstitious and
strange ways. Such people have been known to kidnap people of use to them. There are
warnings to such note in the Sheriff stations on Jiangyin. A followup warning to this is
that these “Backwater Amish” tend to be rather fanatical in their beliefs.

Newhall

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Frontier World: a lush and somewhat vibrant world that is just undergoing colonization,
The Terraformonig process was completed last year and it is still in the midst of primary
colonization. At the moment there are no known problems with the planet, yet.

New Melborne
Periphery World: An oceanic world known for it’s teaming sea life. It has a thriving It
is often a well known layover point for ships traveling from the periphery to the core.

Osiris
Core World: Capital of the Alliance and home to a great many important corporations,
schools and hospitals. As with most core worlds the planet Osiris has a massive defense
and security network. It is also home to the head offices of the Blue Sun Corporation
many of their high level operations have remained planetside on Osiris.

Paquin
Frontier World: An agricultural world that has recently hit on hard times. The
Terraforming operation has left Paquin with an unpredictable weather season. Resulting
in rather random weather patterns. While some of the richer farmers have begun attempts
at artificial greenhouse systems. However the weather has left a lot of people without the
resources to make ends meet sending them seeking employment in any way they can.

Penal Moon
Periphery World: a massive lunar complex that is home to over 12,000 of the galaxy’s
worst criminals and scoundrels. It is a high security planetoid where only the worst of the
worst are sent. Any trade here is done by alliance military or police forces.

Perresphone
Periphery World: known as the gateway to the frontier, Persephone is a near perfect
balance of core technologies and frontier mentality. It is a perfect port for petty thieves
and smugglers. While there is an impressive alliance presence there is still enough gaps
in the security net to make it a great base of operations for any crew not interested in
dealing with the alliance.

Santho
Frontier World: A settled lunar colony Santho is a known den of a slavers community
who used kidnapped people to sell them into slavery or indentured servitude on planets
such as whitefall or Higgin’s moon. They also have been known as a decent ranching
planet.

Shadow
Periphery World: Mostly Harmless. A planet that has lost much of it’s cultural identity
thanks to the Alliance winning the Unification war. The planet is also known as a
ranching world dealing primarily in cattle and chickens. Lots of grazing land on this
planet.

Shinon

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Core World: Known as a place of Learned culture with a heavy asian influence it is also
home of two of the biggest companion academies. It is often described as a “beautiful sea
of lights”

Silverhold Colonies
Periphery Colony: Another drifter colony similar to Dyson station, the Silverhold
colonies were home to a massive independent movement and has since become under the
direct control of the Alliance.

St. Albans
Periphery World: an arctic world that has little to offer other than a haven from the
alliance. There is a small (but struggling) mining operations on St. Albans, and there have
been rumors of criminal cartels operating out of the hard to reach mountain areas which
ahs brought an alliance lawenforcement detail to build an outpost there.

Three Hills
Frontier World: A womewhat lawless world known for it’s illustrious black market.
Here it is said that anything can be found bought or sold for the right price. No real law to
speak of except for frontier justice.

Triumph
Frontier World: A small backwater world with it’s own quaint customs and cultural
ideals. A heavily religious culture often beset by many different kinds of bandits and
rustlers. It is also home of a maiden house known for taking in unwed women until they
can be bought or bartered into marriage.

Verbena
Frontier World: The alliance has recently taken an interest in turning this little
backwater planet into a thriving industrial world many believe that it is a way of buying
good PR by helping one little border world to make it look as if they are helping the
whole damn ‘verse. The recent opening of a gearshift factory for military skiffs has been
destroyed by a terrorist action thwarting the Alliance’s attempts at PR.

Glossary of Slang
The following is a list of shiny sayings that will help you sound like you belong in
the black in no time, what you’d rather talk like some gorram tinhorn that’s your business
you hwoon dahn. Just remember to joo ta ma ya ming!

General Expletives

The Black: Outer space beyond the atmosphere of a planet.

25
Browncoat: a soldier of the league of independent worlds called browncoats due to their
brown leather dusters that were part of the uniform

Gorram: General Pronoun meaning annoyng or irritiating

Purplebelly: a soldier of the Alliance so named for their purple chestplates of their
combat armors.

Shiny: General expletive meaning good or agreeable.

Square: Slang for credit (in paper form)

The ‘Verse: shortening of the term universe, meaning the entire whole of known space

Mandarin (or How to swear in Chinesse)


The following words and phrases were used in the Firefly TV series and have
been translated many of them are profane, and rather insulting, you were warned.

Ta ma duh! "Fuck me blind!"

BEE-jway. "Shut up."

Shr ah. "Affirmative."

(Joo ta ma ya ming). Joo-yee. "Watch your back."

Ai ya! Hwai leh! "Shit on my head!"

Nee ta ma duh. Tyen-shia suo-yo duh run doh gai si. "Fuck everyone in the universe to
death."

mei-mei "little sister"

kwong-chee duh "nuts ,"meaning crazy

Hwoon dahn! “Bastard”

Kuh-oo duh lao bao-jun: "Horrible old tyrant..."

Dong ma? “Understand?”

go tsao duh “dog-humped”


Wuh de ma "Mother of god."

Tzao gao or gos se "Crap."

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yu bun duh "stupid"

Jien tah duh guay! “Like hell!”

Liou koe shway duh biao-tze huh hoe-tze duh bun ur-tze. “ Stupid son of a drooling
harlot and a monkey.”

luh-suh "garbage"

Ma-shong! "Now!"

Da-shiong bao-jah-shing duh la-doo-tze "The explosive diarrhea of an elephant ,"

jien hwo "cheap floozy"

"Ching-wah TSAO duh liou mahng" "frog-humping sonofabitch."

"HOE-tze duh PEE-goo!" “Monkey's butt!

"Suo-SHEE" "petty"

"Chiang-BAO HOE-tze duh" "monkey raping"

"FAHNG-sheen." "Don't worry."

"Wuo duh MA" "Mother-of-Jesus"

"gun HOE-tze bee DIO-se” "engage in a feces hurling contest with a monkey"

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